• Title/Summary/Keyword: media self-efficacy

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The Relationship between Health Belief.Self-efficacy and Exercise.Diet Compliance in Coronary Heart Disease Patients (관상동맥질환자의 건강신념 및 자기효능감과 운동 및 식이요법 이행과의 관계)

  • Nam, Myung-Hee;Kim, Chung-Nam;Oh, Yun-Jung
    • Research in Community and Public Health Nursing
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    • v.8 no.2
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    • pp.262-276
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    • 1997
  • This study evaluates the relationship between health belief. self-efficacy and exercise and diet compliance in coronary heart disease patients. The study subjects were 96 CHD patients who visited the outpatient clinic at 3 general hospitals in Taegu city from April 3, 1997 to May 3, 1997. Data was collected by the researcher and two registered nurses who work at a cardiac outpatient clinic. Face-to-face interview was conducted. Moon's health belief scale(l990) and Hicky and others' Cardiac Diet Self-Efficacy Instrument (CDSEI, 1992), Cardiac Exercise Self-Efficacy Instrument (CESEI, 1992) were used. The instrument developed by the researcher based on the reference review was used to measure exercise and diet compliance. The data were analyzed by using descriptive statistics, Pearson correlation coefficient, t-test, ANOVA, Tukey verification and Stepwise multiple regression with the SAS program. The results of this study were as follows; 1. The degree of health belief(score range: 1-4) perceived benefit: 3.06 barrier: 2.04 severity: 2.93 2. The degree of self-efficacy(score range: 1-5) exercise self-efficacy: 2.91 diet self-efficacy: 3.32 3. The degree of compliance (score range: 1-4) exercise compliance: 2.34 diet compliance: 2.95 4. The exercise compliance had a positive correlation with perceived benefit(r=0.5327, p=0. 0001), severity(r=0.2780, p=0.0061), exercise self-efficacy(r=0.6675, p=0.0001), and a negative correlation with barrier{r= -0.4236, p=0.0001). The diet compliance had a positive correlation with perceived benefit (r=0.6439, p=0.0001), severity(r=0.4244, p=0.0001), diet self-efficacy(r=0.6629, p=0.0001), and a negative correlation with barrier{r= -0.5098, p=0.0001). 5. According to pt's education level, (F=3.02, p=0.0336), received massage from mass media on exercise and diet(t=3.81, p=0.0002), presence of cardiac patients in the family members or friends(t=2.00, p=0.0478), created significant differences in exercise compliance. According to occuption(F=3.03, p=0.0215), hospitalized experience(t=4.59, p=0.0000), presence of chest pain(t=3.63, p=0.0005), there was also a significant difference in diet compliance. 6. The combination of exercise self-efficacy, perceived benefit and pt's education level explained 50.18% of the variance in exercise compliance. The combination of diet self-efficacy, perceived benefit and barrier explained 56.76% of the variance in diet compliance. On the basis of the above findings, the follow ing recommendations are suggested: 1. To promote the exercise. diet compliance for CHD patients, a well organized health teaching and nursing intervention program should be developed. 2. More research is needed to investigate other variables affecting exercise and diet compliance of CHD patients. 3. To promote self-efficacy and a positive health belief in CHD patients, a well organized and an approachable nursing intervention program should be developed. 4. Factors other than diet. exercise compliance should be evaluated to discover the impact on CHD patients.

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A Study on the User Acceptance Model of Smartphone (스마트폰의 사용자 수용 모형에 관한 연구)

  • Kwon, Yunsun;Lee, Hyoung-Yong
    • Journal of Information Technology Applications and Management
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    • v.20 no.1
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    • pp.133-148
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    • 2013
  • As network technologies evolve and so-called smart technologies appear, applications of smartphones are being applied in widespread areas. In general, the adoption of smartphones is different from the adoption of information systems. Thus, we tried to find out factors which may affect the user acceptance behavior. However, there have been some academic studies that analyzed the factors that affect user acceptance of smartphones, and their relationships. Under this academic background, we develop a model to examine how smartphones are accepted by users based on technology acceptance model. The theoretical model is validated through an online survey of smartphone users from two universities in Seoul, Korea. The results reveal that the users will have positive attitude towards adopting the smartphone when they perceive that the usage of smartphones is useful. We also find that the perceived usefulness of the smartphone is affected by the perceived ease of use and the media richness. The results also suggest that the perceived ease of use is determined by the self-efficacy whereas the intention to use smartphones is determined bv the perceived usefulness, the self-efficacy, and the attitude toward smartphnes' usage. Theoretical and practical implications are discussed.

A Study on the Factors to Increase the Usage of e-Learning Systems in Class-based Education: Social, Technological, and Personal Factors (대학의 교실수업에서 이러닝시스템 이용의 활성화에 관한 연구: 사회적, 기술적, 개인적 특성)

  • Choi, Su-Jeong
    • The Journal of Information Systems
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    • v.17 no.4
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    • pp.233-260
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    • 2008
  • Universities have recognized e-Learning Systems as the critical IT resources which contribute to improving the competitiveness of the universities as well as the quality of the traditional class-based lectures. Instructors deliver the main contents in the class. Other supplementary activities like online discussions, sharing of teaching-learning materials, submission of homeworks, communication among the learners and between the instructors and the learners, and so on can be efficiently facilitated using e-Learning Systems. In other words, e-Learning Systems enable a blended learning combined class-based lectures and e-learning in a variety of ways. Nonetheless, compared to the level of implementation of e-Learning Systems, the usage of both the instructors and the learners is not high. Accordingly, this study examines the determinants to affect on the usage of e-Learning Systems from the learners perspective. To draw the key determinants, we review the IS literatures related to adoption or use of the IS like Media Richness Theory (MRT), Technology Acceptance Model (TAM), Social Influence Model (SIM), and Self-efficacy Model. The variables are drawn out to be expected on the usage of e-Learning like Media Richness, Ease of Use from MRT, TAM and Instructor's Influence, Co-learner's Influence from SIM, and Self-efficacy. To test our model and hypotheses, we have collected data in the class-based lectures using e-Learning System complementary. The results of the test with 192 data are as follows: Firstly, it shows that the Instructor's Influence and the Media Richness are the influential determinants to affect on the Perception of Usefulness of e-Learning Systems. Additionally, the Co-learner's Influence and Ease of Use in order is significant to the Perception of Usefulness. Secondly, as to the degree of use of the e-Learning Systems, the Co-leaner's Influence, the Media Richness, and the Ease of Use are, in that order, the significant determinants. The Perception of Usefulness, also, founded a key factor on increasing the use of e-Learning Systems. On the other hand, the Instructor's Influence is not significant to the use of e-Learning Systems. Finally, it has been found that Self-efficacy is significant to the Perception of Media Richness, Ease of Use, but not significant to the Perception of Usefulness.

The Influence of Social Media Trust through Perceived Risk and Self-efficacy on Brand Trust (소셜미디어 신뢰가 지각된 위험과 자아효능감을 통한 브랜드 신뢰에 미치는 영향에 관한 연구)

  • Na, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.58-69
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    • 2022
  • The purpose of this study is to find a way that companies can use social media trust effectively to increase brand trust and intelligently increase it by linking with brand authenticity. Therefore, the purpose of this study is as follows. First, a conceptual definition of the research variables of trust in social media, trust in information sources, and trust in messages is established, Second, the casual relationship between two conceptually defined independent variables and mediator variables of perceived risk and self-efficacy was verified. Third, the casual relationship was verified on whether it affects brand authenticity and brand trust through perceived risk and self-efficacy, which are mediators of social media trust. Fourth, through the verification result of the casual relationship between the research variables constituting the research model of this study, it was intended to present academic and practical implications on how social media trust can effectively enhance brand trust.

Research on Correlation of Self-Confidence and Creativity (자신감(자기효율성)과 창의력의 상관관계 연구)

  • Kang, Hyo Jin;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.381-388
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    • 2019
  • The purpose of this study is to first define self-confidence (self-efficacy) and evaluate importance of creativity of designers, then investigate correlation between the two values. While creativity is a crucial element of design process, for novelty is an essential element of a great design, many believe that self-confidence is one of the major sources of creativity. An experiment consisted of questionnaires and creativity tests have suggested that there is no clear relationship between the two values. Nonetheless, the two values are still driving forces of one's motivation, which could ultimately lead to a designer's success.

A Study on the Influencing Factors on Social Media Use Intensity and Fatigue, and the Moderating Effect of Process Incentive Expectations (소셜 미디어 사용 강도 및 피로감에 미치는 영향 요인과 성과기대의 조절 효과 연구)

  • Park, Kiho
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.215-227
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    • 2021
  • This study empirically studied the factors affecting the intensity of use of mobile social media and fatigue. Theories for the research framework were based on the theory of planned behavior, the theory of private information protection, the theory of flow, and the theory of process incentives. As a result of data analysis, it was found that self-efficacy, user habits, and flow experience positively influence the intensity of mobile social media use. This study assumed that personal information protection issues negatively affect the intensity of mobile social media use, but have little influence on the use intensity. The intensity of media use had a positive effect on media fatigue. In other words, when the intensity of using mobile social media increased, the feeling of fatigue increased. The expected process incentives variable did not show a moderating effect between media use intensity and social media fatigue. The findings will have implications for social media-related companies and organizations that want to use social media tools for business and public services.

Prediction of Academic Self-Efficacy, Perceived Usefulness and Ease of Use on Flow and Academic Achievement in Community College Education (공학계열 전문대생의 학업적 자기효능감, 유용성, 이용용이성의 몰입과 성취도 예측에 관한 연구)

  • Joo, Young-Ju;Chung, Ae-Kyung;Yi, Sang-Hoi;Lee, Yoo-Kyung
    • 전자공학회논문지 IE
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    • v.47 no.4
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    • pp.59-67
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    • 2010
  • The purpose of the present study is to examine prediction of academic self-efficacy, perceived usefulness and ease of use on flow and academic achievement in community college education. For this study, D Community college in Korea was chosen and two survey were conducted. The subject were 114 engineering students who enrolled in the spring semester of 2010. The result of this study through multiple regression analysis indicated that academic self-efficacy predicted significantly on flow. But perceived usefulness and ease of use didn't predicted significantly on flow. Also, academic self-efficacy, perceived usefulness predicted significantly on academic achievement. But ease of use didn't predicted significantly on academic achievement. The result of this study suggested that academic self-efficacy, perceived usefulness should be considered for improving flow and academic achievement in community college education.

Effects of game playing for self-efficacy and social trust (게임 이용이 자기 효능감 및 사회신뢰에 미치는 영향)

  • Park, Sang-Min;Jung, Wan-Kyu;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.55-62
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    • 2017
  • The purpose of this paper is to examine the effects of using online mobile games on self-efficacy, sociality, and social trust. This paper focuses on the SNS factor (community management and communication function) that is being introduced to the game in accordance with the emergence of the mobile platform. Based on this logic, It sets hypotheses, that the game play has the effects of self-efficacy, sociality. The results are as follows. We conducted online surveys of 1,500 samples with nationwide representatives commissioned by a professional opinion survey agency. As a result, it was found that online game play not only enhances users' self-efficacy, but also directly or indirectly affects the improvement of sociality and social trust.

#Looksperfectgram: The Relationship between Perfectionistic Self-Presentation, Self-Construal, Self-Efficacy and Intention to Use Instagram (개인특성에 따른 인스타그램 사용의도: 완벽주의적 자기제시, 자기효능감, 자아해석을 중심으로)

  • Ahn, Gayoung;Han, Eun-Kyoung
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.317-329
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    • 2019
  • Instagram, a photo and image centered social networking service, has received increasing attention these days, from scholars and practitioners. However, little is known about the social and psychological factors that lead consumers to use this service. To provide a baseline understanding on Instagram users, the current study was conducted to discover perfectionistic self-presentation tendency expressed by the Instagram users and explore the relationships between identified perfectionistic self-presentation and intention to use Instagram variables with 250 participants. In addition, this study tried to determine the moderator effect of self-efficacy and self-construal. A comprehensive survey was directed and a total of 380 participants were recruited to verify anticipated hypotheses and research questions. The research results suggest that perfectionistic self-presentation has five sub factors: others conscious self-presentation, subjective self-presentation, environmental adaptation self-presentation, self-expansion self-presentation, and social self-presentation. The implications of this research findings are discussed.

Effect of Expectancy-Value and Self-Efficacy on the Satisfaction with Metaverse Learning (메타버스를 활용한 교육에 대한 학습자의 기대 - 가치와 자기효능감이 교육 만족도에 미치는 영향)

  • Shin, Ji-Hee;Chung, Dong-Hun
    • Informatization Policy
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    • v.29 no.4
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    • pp.26-42
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    • 2022
  • In order to evaluate the usefulness of metaverse learning from the learner's point of view, this study 1) evaluated whether the expectancy-value of the class was satisfied before and after the learner used the metaverse learning platform and 2) verified factors affecting metaverse learning satisfaction with regard to the self-efficacy and expectancy-value of learners. Expectancy-value was evaluated by the learning effect, communication, class involvement, and learning attitude, whereas self-efficacy was evaluated by preference for task difficulty, self-regulation efficacy, and self-confidence. As a result of a study targeting 70 college students who applied for a few courses using the metaverse platform at a university in the northeastern part of Seoul, learners were found to have high expectations and values for learning before using the metaverse platform, but both were not statistically satisfied after use. In addition, the higher the self-efficacy of the learner, the higher the satisfaction with the metaverse learning, and statistically significant results were found in the task-difficulty preference and self-regulatory efficacy among the sub-factors of self-efficacy. There is a negative causal relationship between expectancy-value factors and satisfaction with metaverse learning. This study implies that it is a learner-centered evaluation of metaverse learning, revealing the expectancy-value effect and factors influencing the satisfaction with metaverse learning.